 | Rolled 70, 27 = 97 (2d100) |
>>2552
Name: Gavril "The Mace"
Culture: Bulgarian
Fluff: Once, Gavril was a slave.
Having been bartered over by christians and muslims, and prized by a strong body that did not temper a strong character and mind. The forced conversions and reconversions taught him much about the so called "faiths" and how little anyone should put their faith in them. If there was a higher power in the world, it wasn't coming from books or priests, but in the chains that bind and the whip that cracks and the sword that cuts and the gold that buys. That is what controls the hearts of men.
A farmhand, a pleasure slave, a bodyguard, as a slave Gavril was ordered and then obeyed, yet always strove to be something greater than his stature and statues in life, resisting in other ways, filling his body with the scars of whips and chains. It might have been this would be his fate forever. Until the a Bulgarian Warlord "purchased" him, after having slaughtered his previous masters in a raid. He him free, gave him a weapon, a mace, and bid him to fight. And Gavril found the new life he had been searching for.
That was twenty years ago.
The old warlord is dead, and Gavril took his place along with years worth of fighting experience and waging war and a new nickname "The Mace." Now the slave has become the slaver, riding ahead of a host of brigands and sellswords as they burn a scar through the caucuses.
He'll fight for Kubrat, such as he always has, for gold and slaves, such as he always will.
Religion: Pagan
Colour: Bright Red
Kubrat has sent a call across his newly proclaimed nation of Great Bulgaria, for all those seeking glory, wealth, and fame, to assemble an army and set out across the steppes to conquer all those who would oppose the Bulgars. You and your loyal warband were more than eager to answer this call, and you've set out from Phanagoria to the edges of Alania and Abkhazia, vulnerable and decadent nations ripe for plunder. But word tells of even greater riches farther to the south, in Armenia, sheltered by the mountains and well protected by the armies of the Romans.
Military: 200 Cavalry, 200 Infantry, 600 Rabble
Cultural/Religious Modifiers: [Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.
Bonus: [Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.
Bonus: [Scourge] Inflict additional casualties and structural damages when raiding Hellenic and Iranian cities. Also inflict additional casualties when ambushing or intercepting Hellenic and Iranian armies.
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If there's anything I've learned from the Turks and the Bulgars, it's that any army that is on the move tends to win, and armies that sit still tend to lose. I've seen it time and again, movement is the key to victory. All my defeats and close defeats came from the leaders who actually had the balls to come on out and meet me.
The sooner we get moving, the better.
I often find that if I leave a good enough mark, there's much less of that. So let's start the army moving through Abkhazia, an excellent start.
We'll plunder the Caucuses and fill our bellies with supplies, slaves, and soldiers.
1. There's nothing better than sending advance Raiding parties to get the true colors of the locals.
I can scatter them across a land like seed, horsemen to roam at will, to fast and two small for any army to deal with. I learn quite a great deal!
Whether the local peasants fly to the saftey of their walls or seek help from the local lord, or pick up spears to fight us off, and sometimes the smart ones fight for us! That is always rewarding, opening up more recruitment.
Let's see if the cubs answer the lions roar in Abkhazia while the sheep flee. And how many will come under my banner or fall before it.
[Bulgar Tengrist] -10 to diplomatic rolls towards all Hellenics and Iranians, -5 towards all Christians and Zoroastrians. +10 to diplomatic rolls towards all Tengrists, Huns, and Bulgars, +5 towards all other Mongolics and Turkics.
[Lord of War] +10 to combat rolls when raiding and ambushing. Passive chance to gain additional recruits and resources upon a successful raid. Rabble have increased effectiveness in combat.
3. Raiding parties also get a great deal of the lay of the land, and how best to plunder it. Always nice to look at a pretty woman before taking her. Especially the fiesty ones.
I'll remember to reward any raiding parties that bring me something beautiful to warm my bed.
I'll reward a proper map and scout even more!